;
;   CIVILIZATION GAME DATA - COLONIES Scenario v1.1
;   Copyright (c) 1995 by MicroProse Software
;   (Modifications by John Ellis - 1998)
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
2       ; Road movement multiplier
1       ; 1 in x chance Trireme lost (mod. by Navigation)
3       ; # of food each citizen eats per turn
40      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
0       ; Settlers eat (govt <= Monarchy)
0       ; Settlers eat (govt >= Communism)
8       ; City size for first unhappiness at Chieftain level
20      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
9       ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
2       ; Monarchy  pays support for all units past this
4       ; Communism pays support for all units past this
3       ; Fundamentalism pays support for all units past this
5       ; Communism is equivalent of this palace distance.
90      ; Fundamentalism loses this % of science
60      ; Percent shield penalty for production type change
15      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
1       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
American-ness,      1, 2,  no,  no,  0, 2    ; AFl
Alphabet,           2, 1,  nil, nil, 0, 3    ; Alp
Naval Architecture, 5,-2,  Env, Ato, 2, 0    ; Amp
Astronomy,          2, 1,  Mys, Mat, 1, 3    ; Ast
Naval Shipyard,     6,-1,  U3,  Met, 1, 0    ; Ato
Modern Clothes,     1, 2,  no,  no,  0, 2    ; Aut
Banking,            4, 1,  Tra, Mat, 1, 1    ; Ban
Bridge Building,    3, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     2,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  3, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          2,-1,  Uni, Med, 1, 3    ; Che
Horse Breeding,     6,-2,  nil, nil, 1, 0    ; Chi
Code of Laws,       3, 1,  Alp, nil, 0, 2    ; CoL
Colonisation,       1,-2,  nil, ToG, 1, 0    ; CA
Combustion,         3,-1,  Inv, Phy, 2, 4    ; Cmb
Bounty System,      6,-2,  Cmp, Pla, 2, 0    ; Cmn
Flintlock,          7,-2,  Esp, Exp, 1, 0    ; Cmp
Un-Dutchness,       6,-2,  no,  no,  2, 0    ; Csc
Construction,       3, 0,  Mas, Cur, 0, 4    ; Cst
Joint Stock Company,4, 0,  Nav, Eco, 1, 1    ; Cor
Currency,           2, 1,  Bro, nil, 0, 1    ; Cur
Citizen-Soldiers,   2, 1,  no,  no,  0, 2    ; Dem
Economics,          2, 1,  Uni, Ban, 1, 1    ; Eco
Electricity,        2, 2,  Phy, Rfg, 2, 4    ; E1
Euro Architecture,  1, 2,  no,  no,  1, 2    ; E2
Engineering,        2, 0,  Bri, Mat, 1, 4    ; Eng
Artillery,          6,-2,  Cmp, Ato, 1, 0    ; Env
Firearms,           5,-2,  Gun, Inv, 1, 0    ; Esp
Bayonet,            4,-2,  Esp ,Inv, 2, 0    ; Exp
Feudalism,          1,-2,  Plu, Mon, 0, 0    ; Feu
Spare,              6,-1,  no,  no,  2, 4    ; Fli
Indian Confederation,6,-2,  no, no,  1, 0    ; Fun
Conquistadores,     1,-2,  no,  no,  1, 0    ; FP
Conscription,       6,-2,  Cmp, Pla, 2, 0    ; Gen
Don't use,          1,-2,  no,  no,  1, 0    ; Gue
Gunpowder,          1,-2,  Tra, Med, 0, 0    ; Gun
Horseback Riding,   5,-1,  Chi, nil, 0, 0    ; Hor
Tepees,             6, 0,  no,  no,  2, 1    ; Ind
Invention,          1, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       6,-1,  Bro, War, 0, 4    ; Iro
Native Lore,        7, 2,  nil, Stl, 0, 2    ; Lab
Light Horse,        1,-2,  no,  no,  1, 0    ; Las
Plains Culture,     8,-2,  no,  no,  1, 0    ; Ldr
Literacy,           3, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      3,-2,  Stl, Sup, 2, 4    ; Too
Magnetism,          2, 1,  Phy, Iro, 1, 3    ; Mag
Mapmaking,          1, 1,  Alp, nil, 0, 1    ; Map
Masonry,            1, 1,  nil, nil, 0, 4    ; Mas
Conscription,       6,-2,  Gue, Fli, 1, 0    ; MP
Mathematics,        2, 0,  Alp, Mas, 0, 3    ; Mat
Medicine,           2, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         4, 1,  Che, Phy, 1, 4    ; Met
Manufacturing,      4, 2,  U2,  SFl, 1, 0    ; Min
Horse Troopers,     6,-2,  no,  no,  1, 0    ; Mob
Monarchy,           2, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         2, 1,  Plu, PT,  1, 2    ; MT
Mysticism,          2, 2,  Cer, nil, 0, 2    ; Mys
Navigation,         3, 0,  Sea, Ast, 1, 1    ; Nav
Forest Culture,     6,-2,  no,  no,  1, 0    ; NF
Naval Steam Engine, 4,-1,  Amp, SFl, 2, 4    ; NP
Philosophy,         2, 2,  Mys, Lit, 1, 2    ; Phi
Physics,            3, 0,  Nav, Lit, 1, 3    ; Phy
Radicalism,         3, 1,  Cor, The, 1, 2    ; Pla
Stirrups,           1,-1,  Hor, Inv, 0, 4    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT
Pottery,            2, 1,  nil, nil, 0, 1    ; Pot
Indian Cavalry,     8,-2,  Hor, AFl, 0, 0    ; Rad
Don't use,          4, 0,  no,  no,  2, 1    ; RR
Diplomacy,          1, 1,  no,  no,  1, 3    ; Rec
Refining,           3, 0,  Che, Cmb, 2, 4    ; Ref
New World Science,  6, 2,  Lab, Uni, 1, 3    ; Rfg
Republic,           4, 1,  no,  no,  1, 2    ; Rep
Un-Englishness,     1, 2,  no,  no,  0, 2    ; Rob
Un-Americanism,     1, 2,  no,  no,  0, 2    ; Roc
Sanitation,         2, 2,  Med, Eng, 2, 1    ; San
Seafaring,          2, 1,  Map, Pot, 0, 1    ; Sea
Steam Engineering,  5, 2,  SE,  Sup, 2, 4    ; SFl
Un-Frenchness,      1, 2,  no,  no,  0, 2    ; Sth
Steam Engine,       6, 1,  Phy, Inv, 2, 3    ; SE
Steel,              6,-1,  Min, AFl, 2, 4    ; Stl
Mechanics,          4, 1,  Eng, Inv, 1, 4    ; Sup
Un-Spanishness,     7,-2,  no,  no,  0, 0    ; Tac
Theology,           2, 2,  MT,  Feu, 1, 2    ; The
Arqu Obsolesence,   5,-2,  no,  no,  1, 3    ; ToG
Trade,              2, 2,  Cur, CoL, 0, 1    ; Tra
University,         1, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       2,-1,  nil, nil, 0, 0    ; War
The Wheel,          2,-1,  Hor, nil, 0, 4    ; Whe
Writing,            2, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; ...
Archery,            8,-1,  Iro, Rob, 0, 0    ; U1
Iron Foundry,       5, 2,  Ref, Met, 2, 4    ; U2
Naval Gunnery,      3,-2,  Gun, Nav, 1, 0    ; U3
;
; Above 3 tech lots allow you to define your own civilization
; advances if desired.  Supply the name, the AI value, and
; the prerequisites.
;
; Then use the "U1", "U2", or "U3"
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Palace,                   10, 0,    Mas,
Barracks,                 4,  1,    no,
Corn Store,               5,  1,    Cst,
Chapel,                   3,  2,    The,
MarketPlace,              5,  1,    Cur,
Library,                  7,  1,    Wri,
Law Court,                5,  1,    Cst,
Non-combatant shelter,    1,  0,    CoL,
Water Supply System,      8,  1,    Cst,
Bank,                     12, 2,    Ban,
Cathedral,                12, 4,    MT,
University,               12, 3,    Uni,
Mass Transit,             10, 2,    no,
Church,                   7,  3,    The,
Steam Pump,               10, 2,    SE,
Factory,                  20, 5,    Min,
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Beam Engine,              14, 2,    SFl,
Water Wheel,              10, 2,    Sup,
Iron Foundry,             16, 4,    U2,
Stock Exchange,           16, 4,    Cor,
Sewer System,             12, 2,    San,
Local Knowledge,           4, 5,    Lab,
Corn Exchange,            10, 2,    Cor,
Research Lab,             16, 3,    no,
SAM Missile Battery,      10, 2,    no,
Coastal Fortress,          5, 1,    Gun,
Solar Plant,              32, 4,    no,
Fishing Boats,             4, 1,    Sea,
Trawler Fleet,             8, 3,    CA,
Airport,                  16, 3,    no,
Citizens' Charter,        6,  0,    Dem,
Port Facility,            5,  3,    no,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Capitalization),         60, 0,    Cor,
Pyramids,                 20, 0,    no,
Hanging Gardens,          20, 0,    no,
Colossus,                 20, 0,    no,
Lighthouse,               20, 0,    no,
Great Library,            30, 0,    no,
Oracle,                   30, 0,    no,
Great Wall,               30, 0,    no,
Sun Tzu's War Academy,    30, 0,    no,
Proto-Industrialisation,  30, 0,    SE,
Marco Polo's Embassy,     20, 0,    no,
Michelangelo's Chapel,    40, 0,    no,
Blank,                    30, 0,    no,
Naval Steam Technology,   40, 0,    NP,
Shakespeare's Theatre,    30, 0,    no,
Leonardo's Workshop,      40, 0,    no,
J. S. Bach's Cathedral,   40, 0,    no,
Royal Academy,            30, 0,    Phi,
Adam Smith's Trading Co., 40, 0,    no,
New World Knowledge,      40, 0,    Rfg,
Statue of Liberty,        40, 0,    no,
Eiffel Tower,             30, 0,    no,
Women's Suffrage,         60, 0,    no,
Hoover Dam,               60, 0,    no,
Manhattan Project,        60, 0,    no,
United Nations,           60, 0,    no,
Apollo Program,           60, 0,    no,
SETI Program,             60, 0,    no,
Cure for Cancer,          60, 0,    no,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Magellan
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Hoover Dam
nil,        ; Womens' Suffrage
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Squaws,        Roc, 0,  1.,0,  0a,1d,  1h,1f, 20,0,  5, AFl,  000000000000010
Colonists,     AFl, 0,  2.,0,  0a,1d,  1h,1f,  3,0,  5, CA,  000000000000010
Village Warriors,Aut, 0,  2.,0,  3a,2d,  1h,1f,  5,0,  1, ToG, 000000001000110
Du. Musketeers,Csc, 0,  2.,0,  4a,3d,  2h,2f,  4,0,  1, Cmp, 000000000000110
Missionary,    Tac, 0,  3.,0,  0a,0d,  1h,1f,  1,0,  0, The, 000000000000010
Coureur du Bois,Sth, 0,  3.,0,  0a,0d,  1h,1f,  1,0,  0, Feu, 000000000000011
Clansmen,      Rob, 0,  2.,0,  4a,2d,  1h,3f,  7,0,  0, Feu, 000010001000110
Fr. Musketeers,Sth, 0,  2.,0,  4a,3d,  2h,2f,  4,0,  1, Cmp, 000000001000110
Du. Grenadiers,Csc, 0,  2.,0,  6a,4d,  2h,2f,  7,0,  0, Cmp, 000000000000110
Fr. Grenadiers,Sth, 0,  2.,0,  6a,4d,  2h,2f,  7,0,  0, Cmp, 000000001000110
Sp. Musketeers,Tac, 0,  2.,0,  4a,3d,  2h,2f,  4,0,  1, Cmp, 000000001000110
Sp. Grenadiers,Tac, 0,  2.,0,  6a,4d,  2h,2f,  7,0,  0, Cmp, 000000001000110
Eng Musketeers,Rob, 0,  2.,0,  4a,3d,  2h,2f,  4,0,  1, Cmp, 000000001000110
Eng Grenadiers,Rob, 0,  2.,0,  6a,4d,  2h,2f,  7,0,  0, Cmp, 000000001000110
Eng Dragoons,  Rob, 0,  4.,0,  7a,3d,  1h,3f,  8,0,  0, Cmp, 000000001000010
Rittsknechts,  Csc, 0,  3.,0,  4a,3d,  2h,2f, 14,0,  0, Mob, 000000001000010 ;
Ironsides,     Rob, 0,  3.,0,  5a,2d,  2h,2f, 12,0,  0, Mob, 000000001000010
Mounted Braves, NF, 0,  6.,0,  7a,1d, 1h,2f, 10,0,  0, Rad, 000000001000011
Musq. a Cheval, Sth, 0,  4.,0,  5a,2d, 1h,3f, 10,0,  0, Las, 000000001000010
Du. Dragoons,  Csc, 0,  4.,0,  7a,3d,  1h,3f,  8,0,  0, Cmp, 000000001000010
Raiding Party, Roc, 0,  3.,0,  5a,1d,  1h,2f,  3,0,  0, War, 000000001000111
War Band,      Ldr, 0,  3.,0,  6a,3d,  2h,1f,  8,0,  0, AFl, 000000001000011
Vaubin Fortress,AFl, 0,  0.,0,  0a,20d, 9h,1f, 40,0,  1, RR, 000000000000000
Braves,        NF,  0,  3.,0,  4a,3d,  1h,2f,  5,0,  1, AFl,  000010001000011
Demi-culverin, AFl, 0,  1.,0,  8a,0d,  2h,2f,  8,0,  0, Gun, 000000001000010
Field Battery, AFl, 0,  2.,0,  9a,2d,  2h,3f,  9,0,  0, Env, 000000001000010
Siege Train,   AFl, 0,  1.,0, 16a,0d,  9h,2f, 15,0,  0, Env, 000000001000010
Stockade,      AFl, 0,  0.,0,  0a,6d,  3h,1f,  4,0,  1, CA,  000000000000000
Sp. Dragoons,  Tac, 0,  4.,0,  7a,3d,  1h,3f,  8,0,  0, Cmp, 000000001000010
Pirates,       AFl, 0,  2.,0,  6a,1d,  2h,3f,  4,0,  0, ToG, 000000001000111
Indian Trader, Roc, 0,  2.,0,  0a,0d,  1h,1f,  5,0,  7, AFl, 000000000000010
Brigantine,    AFl, 2,  7.,0,  4a,4d,  2h,2f,  5,0,  2, Ato, 100000000000000
Privateer,     AFl, 2,  8.,0,  5a,3d,  1h,2f,  6,1,  2, U3,  000000000001001
Caravel,       AFl, 2,  6.,0,  2a,2d,  1h,1f,  4,2,  4, Nav, 000000000000000
Galleon,       AFl, 2,  7.,0,  4a,3d,  2h,2f,  9,4,  2, U3,  000000000000000
Man o' War,    AFl, 2,  7.,0,  6a,6d,  2h,2f,  9,1,  2, Ato, 000000000000000
Frigate,       AFl, 2,  9.,0,  5a,4d,  2h,2f,  6,0,  2, Amp, 100000000000001
Ship of the Line,AFl, 2, 8.,0,  7a,6d,  3h,2f, 11,1,  2, Amp, 000000000000000
Fr. Dragoons,  Sth, 0,  4.,0,  7a,3d,  1h,3f,  8,0,  0, Cmp, 000000001000010
Conquistadors, Tac, 0,  3.,0,  5a,2d,  2h,2f, 12,0,  0, Mob, 000000001000010
Berbers,       nil, 0,  4.,0,  5a,2d,  1h,1f,  2,0,  0, ToG, 000000001000010
Canoes,        Roc, 2,  6.,0,  2a,1d,  1h,1f,  6,1,  4, Rob, 000000000100000
Pirate Sloop,  AFl, 2,  9.,0,  4a,1d,  1h,2f,  3,1,  4, ToG, 100000000001001
Merchantman,   AFl, 2,  7.,0,  3a,4d,  2h,1f,  5,4,  4, Ato, 000000000000000
Fireship,      AFl, 2,  5.,0,  5a,0d,  1h,8f,  3,0,  2, Nav, 001000000100000
Fusiliers,     Sth, 0,  2.,0,  7a,4d,  2h,2f,  4,0,  0, Gen, 000000001000110
Ambassador,    AFl, 0,  3.,0,  0a,0d,  1h,1f, 20,0,  6, Rec, 000000000000010
Line Infantry, Rob, 0,  2.,0,  5a,5d,  3h,2f,  6,0,  1, Cmn, 000010001000110
Trade Goods,   AFl, 0,  1.,0,  0a,0d,  1h,1f,  3,0,  7, Tra, 000000000000010
Mule Train,    AFl, 0,  3.,0,  0a,1d,  1h,1f,  3,0,  7, Cor, 000000000000010
Pikemen,       Cmp, 0,  2.,0,  3a,3d,  2h,1f,  3,0,  1, Esp, 000010001000110
War Galley,    AFl, 2,  9.,0,  4a,1d,  1h,2f,  4,1,  2, Nav, 000000000100000
Indian Muskets,Roc, 0,  3.,0,  6a,3d,  2h,2f, 10,0,  0, Cmp, 000000001000111
Arquebusiers,  Cmp, 0,  2.,0,  3a,1d,  2h,2f,  2,0,  0, Esp, 000000001000010

;
; Note: the above 3 unit types (extra land, ship, air) are available
; for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 3 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these three units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Grs, 0,10, 1,   no,  0,15,  0,  Grs,   ; For
Hills,      2,4,  2,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  2,0,0,   Pln, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  4,1,0,
Horses,     1,2,  2,3,5,
Grassland,  1,2,  3,1,0,
Pheasant,   2,3,  3,2,1,
Coal,       2,4,  1,3,2,
Gold,       3,6,  0,3,9,
Game,       1,2,  3,2,1,
Ivory,      2,2,  1,1,5,
Peat,       2,3,  1,3,0,
Gems,       2,3,  1,1,8,
Fish,       1,2,  4,1,3,
Oil,        1,2,  0,2,2,
Buffalo,    1,2,  4,2,3,
Grassland,  1,2,  3,1,0,
Silk,       2,3,  1,4,3,
Wine,       2,4,  3,1,6,
Iron,       3,6,  0,5,2,
Furs,       1,2,  3,1,7,
Oil,        2,2,  0,2,2,
Spice,      2,3,  1,0,7,
Fruit,      2,3,  4,0,2,
Game Fish,  1,2,  3,1,3,




@GOVERNMENTS
Anarchy,        Chief,       Princess
Despotism,      Chief,       Princess
Monarchy,       King,        Queen
Revolutionary,  Citizen,     Citizen
Confederation,  Great Chief, High Princess
Republic,       Stadtholder, Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Sitting Bull, Running Elk,         0, 1, 0, Sioux,       Sioux,      -1, -1, -1,     1, Chief, Chief, 2, Great Chief, Great Chief
Chingachook,  Pocahontes,          0, 2, 0, Iroquois,    Iroquois,   -1, -1, -1,     1, Chief, Chief, 2, Great Chief, Great Chief
Louis,        Joan of Arc,         0, 3, 3, French,      French,      1,  1, -1,     4, Citizen, Citizen
Philip,       Isabella,            1, 4, 3, Spanish,     Spanish,     1,  1, -1,     4, Citizen, Citizen
Atawalpa,     Tarawa,              0, 5, 0, Huron,       Huron,       1, -1, -1,     1, Chief, Chief, 2, Great Chief, Great Chief
Charles,      Elizabeth,           0, 6, 3, English,     English,     1,  1,  1,     4, Citizen, Citizen
Wilhelm,      Wilhemina,           0, 7, 3, United Provinces, Dutch,  -1,  1,  1,    4, Citizen, Citizen
Montezuma,    Nazca,               0, 1, 0, Aztecs,      Aztec,       1,  1, -1,
Chingachook,  Pocahontes,          0, 2, 0, Coastal Indians, Coastal Indians, 1,  1, -1,     1, Chief, Chief, 2, Great Chief, Great Chief
Louis,        Joan of Arc,         0, 3, 3, French,      French,     -1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Philip,       Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1,  1,     4, Archbishop, Archbishop
Atawalpa,     Tarawa,              0, 5, 0, Incas,       Inca,       -1, -1, -1,     1, King, Queen, 2, Emperor, Empress
Charles,      Elizabeth,           1, 6, 3, English,     English,    -1,  1,  1,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Sitting Bull, Sacajawea,           0, 7, 0, Plains Indians, Plains Indian,  1,  1,  1,     1, Chief, Chief, 2, Great Chief, Great Chief
Montezuma,    Nazca,               0, 1, 0, Aztecs,      Aztec,       1,  1, -1,
Chingachook,  Pocahontes,          0, 2, 0, Coastal Indians, Coastal Indians, 1,  1, -1,     1, Chief, Chief, 2, Great Chief, Great Chief
Louis,        Joan of Arc,         0, 3, 3, French,      French,     -1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Philip,       Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1,  1,     4, Archbishop, Archbishop
Atawalpa,     Tarawa,              0, 5, 0, Incas,       Inca,       -1, -1, -1,     1, King, Queen, 2, Emperor, Empress
Charles,      Elizabeth,           1, 6, 3, English,     English,    -1,  1,  1,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Sitting Bull, Sacajawea,           0, 7, 0, Plains Indians, Plains Indian,  1,  1,  1,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,

;
;   Trading Commodities
;
@CARAVAN
Manufactures,
Cotton,
Muskets,
Textiles,
Beads,
Furs,
Tobacco,
Silver,
Gold,
Rum,
Gems,
Leatherwork,
Linen,
Horses,
Spices,
Coal,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Explorer
Colonist
Navigator
Governor
Viceroy
Emperor

@ATTITUDES
Trusting
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Suspicious
Icy
Hostile














